Dreaming Awake Game 1

I ran my first game set in the Dreaming Awake setting at university in 2005. Unfortunately, due to a number of reasons, the game only reached its fifth session.

System

The first Dreaming Awake game used a system created from scratch specifically for it. Although it was briefly play-tested for balance issues beforehand, it suffered from a few issues that only became apparent once it was properly in play:

  • Shiny dwarfed everything. The first character to be awarded a Shiny point — for something entirely social, as it happens — suddenly became a combat munchkin against anything non-Shiny, and the rest of the party couldn’t keep up.
  • Powers weren’t obvious enough. The “can I do this?” question was asked too often, and players’ lack of confidence in their characters’ power level made them make poor decisions. Players (and thus characters) couldn’t properly gauge how much of a threat their enemies were, leading to slow and cautious combat.
  • The combat system was too slow. Although I began creating it with simplicity in mind, the never-ending quest to make it more elegant also made it more complex. It was not immediately obvious to players what stats they should be combining at each point.

Information regarding the system we used is documented here for archaeological purposes:

Setting

The fact that I am deeply in love with Dreaming Awake as a setting should come as no surprise. I wanted the game to feel like an open-ended sandbox that gradually drags the characters into the plot, giving them chance to have fun with the setting, rather than running a railroaded campaign. I probably allowed too much freedom here, and I learnt the following lessons (the hard way):

  • Players need to see the results of their actions. A lot of the mechanics of fame in Dreaming Awake involved tales of the players’ actions spreading by word of mouth — but when that’s invisible to the players, the results seem arbitrary.
  • …but not when the result is that they’ve made their task more difficult. By their actions and word of mouth, the players managed to effectively start the evacuation of a whole country in the face of an oncoming army. Regardless of whether it was a good or a bad decision, it was one that increased the players’ fame, which Dreaming Awake prizes greatly. As a “look how powerful your words are” scene, the characters stumbled upon one of many refugee camps that had formed — but rather than impressing on the players the importance of the characters’ actions, it instead demoralised them.
  • Plot happening in the background is confusing. At one point, the characters caught a glimpse of something big happening in a far-off land. This was intended as a minor hook to suggest that other things are going on that the characters are not involved with, and that perhaps they might want to be involved. But because it came across as “look, stuff happens without you!”, the players did not feel much desire to investigate.

Mage: Beyond the Fields We Know

This page contains the introductory material for the “Mage: Beyond the Fields We Know” game that is still waiting to be run at some point. It was originally posted in this thread.

About the Game

For those of you new to the society, or absent during my Pimms-fuelled rants towards the end of last academic year, here’s some info about the game.

This game is going to be at least a little novel, I hope, in that it’s going to push the boundaries of in- and out-of character further together than most other games (with the inevitable exception of Dreaming Awake). The characters will be Virtual Adepts in White Wolf’s “World of Darkness” setting (Mage: The Ascension). Rather than just playing face-to-face, players are encouraged to invent as much of a seperate identity for their character as they feel comfortable with. The game will mostly be run over IRC, so characters are encouraged to have at least a handle – blogs, proxies, shell accounts and so on are encouraged for players who want to delve deeply into the world.

The game is set around the end of the year 1999, as Millennium Bug fever tightens its grip on techies and conspiracy theorists alike. As Virtual Adepts, the internet is in equal parts home and playground to you – and you know not only about its technical side, but also its more esoteric side.

And you know that the Millennium Bug is more than just programmers’ lack of foresight. Much more.

My scene-setting story fragment, “Catching the Bug”, is here: http://onlydreaming.net/fiction/short-stories/catching-the-bug.

When and How?

This is where it gets a little trickier. This started off as merely an interesting idea – how far can I blur the boundaries between the activities of the Virtual Adept and of their player – and it remains to be seen whether the idea will translate well into practice.

I’ll do my best to run this game well, but please remember it’s as weird for me as it is for you!

Firstly, the game will not run face-to-face. It’ll be run online, but I don’t mean over MSN or IRC saying “My character does this, I say that”.

I will set up one of my machines as a server, which players – in the guise of their characters – will be able to interact with. It’ll host an IRC channel, all the players will have user accounts and shell access to them, and so on.

Furthermore, it’ll be run in real time. The game starts on 1st December at midnight, and continues until the plot resolves or until about 4th January.

FAQ

Will I need real-life hacking skills to play in this game?
No.
Real-life skill imbalance is a problem I’ve thought long and hard about, and I’ve come to the conclusion that there will be fairly little *actual* hacking involved – instead, this will be roleplayed in a more normal manner.
However, the ability to log in to your account, run things, move files around and so on will be required. I’ll post an out-of-character manual for how to do things, and teach people basic Linuxy things myself if necessary.
While real-life skills should not give any player’s character an advantage or disadvantage, the more you know – and the more you play around with the system – the more fun it’ll be. Hopefully.

How many people can play?
Lots. I’m not setting a limit at this stage. If your character’s background doesn’t suggest some goals, motivations, and so on, we can work some out. The aim is for there to be enough characters with conflicting goals that I don’t have to shepherd around a “party”, but that the game virtually plays itself while I play the NPCs and hideously abuse my root priviledges in the cause of keeping things interesting.

Will I need to be online permanently?
No. Your character, like you, will doubtless have jobs, studies and things to do. So long as you can get online enough to keep abreast of developments and play the game for at least a while every few days, you shouldn’t fall behind.

What’s this server of yours?
Actually, the machine I’ll use belongs to the lovely and wonderful aefariden, The Artist Formerly Known As Areku. The machine I intended to use decided to ritually incinerate itself, so I’m eternally grateful to Alex for the loan of a machine.
It’ll be running a pretty heavily cut-down Gentoo Linux.
This machine will be on my home network, so I do ask that should any of the players manage to hack their way into acquiring interesting priviledges on the game machine, please don’t try to do nasty things to my other boxes.

Background Info

Late October, 1999.

The information age has arrived. What began all those years ago as merely a way for universities to share data has become so much more. Universities, companies, the government, every man and his dog is getting online. Everyone can dial up and click-click-click through web pages.

But so few of them, just a tiny precious few, truly see the internet for what it is.

You are one of those lucky few. Whether you grew up with the ‘net, got involved with it as an adult, or even helped develop it in the early days, you see beyond hypertext and TCP/IP. As you sit trance-like in front of your blazing monitor, as you pull on the goggles and load up the latest VR experiment, even as you make a call on your mobile phone, you can feel it all around you.

Information. The new reality.

No longer is the world constrained by such an abhorrent concept as a singular reality – now, we can pick and choose our realities, and make new ones for ourselves. Any fool can make a web page these days, but we can make something more. Worlds within worlds, the next realities, the shining path down which we will lead humanity away from their dying world.

Anything is possible for us. Already, information is beginning to supercede reality. More and more, people trust the machines, they trust the information. We manipulate information, create it and destroy it, and in so doing we rework reality.

We are Virtual Adepts.

We are the gods of cyberspace.

We are the future.

Early November, 1999

Of course, we are all human and all fallible – at least for now. Even Alan Turing, perhaps the most respected of all Adepts, had his moments. So did the inventors of the early microprocessors and operating systems. They underestimated how important computers would become, nor how long they’d last.

It’s a silly thing, really. Two digits instead of four. So simple. So dumb. Of course, to us it never would have mattered. Such a simple thing, far below the level at which we perceive the information plane. But of course it worried the mundane lot, and to their credit they’ve been working long and hard to fix it. The problem is, the public got hold of the idea and ran with it.

Our world, the internet, is not just our playground. It is defined by the data within it, and everyone can influence that. While we have the most far-reaching and powerful ways of manipulating data, the meme is a mighty tool – especially in the hands of those who do not understand it well.

Nightmare conspiracies and apocalyptic prophecies spread like wildfire once the public got hold of the Millennium Bug meme. Word of it passed not only across message boards and chat channels, but around the office watercoolers and in the newspapers. Everyone knows, everyone’s talking about it, and they’re making it real in ways they don’t understand.

Try as we might, and believe me we are trying to fight its effects, we are under siege. Everyone on the ‘net is talking about how computers and the web are going to come to an end, and these beliefs are filling up the information sphere. Filling up our reality.

That apocalyptic meme is making itself come true.

Whilst I violently reject the Technocratic Union’s desire to control the minds of the people, it is the minds of the people that are destroying the future.

I do not know what can be done.

Mid November, 1999

Already our world is growing flaky. As companies and governments across the globe take their servers offline for “pre-emptive measures” against the Bug, our reality is getting less and less reliable.

Word of the Millennium Bug has spread so far and wide that so many people know about it without understanding it. A lot of them don’t even realise that no real effect of the bug could happen until January 1st, and attribute their connection problems to the Bug already. More than once today I’ve seen people come out with lines like “It’s starting already”.

There’s a lot of pessimists in the world today; a lot of people that only see the worst in a situation. So that thought spreads like wildfire. The “it’s starting early” meme latches on to its greater parent and spreads with it, and thus makes itself more true.

No longer can we say that nothing can happen until the New Year. It *is* happening already.

Late November, 1999

The internet is falling apart, and it seems as if there’s nothing we can do.

But there is.

I have an idea, and I have made an arrangement that not many of you will like. Should we fail to save the net, maybe I will be forever judged as the one who put the final nail in its coffin. But if we succeed, I hope that history is kind and forgives this transgression.

I can say no more here, as I am afraid of what might happen if the information reaches the wrong ears.

All I will say is this. I cannot do this alone; I need volunteers. Each of us has a stake in the internet’s survival. Though many of us are no doubt trying to prevent the net’s downfall in their own ways, I hope that enough of you will trust me enough to join my crusade.

If you are willing, head over to the Zephyr node. Welcome to Project December. And… thank you.

Benjamin Frost

Virtual Adept

So what can I play?

You are one of the gods of the internet. Whatever your background, whether your skills developed with your intention or not, you see information and cyberspace for what it truly is – a new reality based on information alone. Whether you regard your abilities as magical or not, you have them and they set you apart from normal people. You may just do this in your spare time while holding down a proper job, or you may have sunk so deep into cyberspace that you can hardly bear mundane reality anymore.

The majority of characters will be Virtual Adepts, visionaries of the information age, people for whom the internet is an exciting opportunity to further human development.

A few characters may, if they like, be members of a parallel group within the Technocracy. For the technocrats, the internet is one of many tools to monitor and control the people for their own good. Just like the Virtual Adepts, though, they have a vested interest in keeping the net running.

Despite their common goal, these two factions are at what amounts to an ideological war with each other. Therefore, I’d ask that whatever side you pick, you do not mention both your character’s handle and their ideology in any out-of-character discussion. I want the characters finding out about each other and their goals and mindsets to be entirely in-character.

I will enforce > 80% Virtual Adept characters, so if you create a Technocrat character please don’t be offended if I ask you to change your character to a VA.

Your character can be anywhere in the world, any nationality, any age or sex, any social standing and wield any amount of real-world power. The internet is the great leveller – online, you are nothing but your handle and your ideas.

Your powers may have developed gradually with heavy net use, they might have been taught to you by a VA (although you wouldn’t have realised it at the time), or you – rarely – might even have been born with them.

It is hard – but not impossible – to find out about the Virtual Adepts (or the Technocracy) by mundane means. After your powers came to you, though, it would have been significantly easier, and it would be quite likely that one or other (or both) of the groups found you before you had a chance to find them.

Who is Benjamin Frost?

Whether by e-mail, a post on a secret BBS or by some more esoteric means, you’ve come across this information that Ben Frost is setting up something called “Project December”, an attempt to combat the Millennium Bug meme and save the internet and the information it contains from an uncertain future.

Although Virtual Adepts do not have a formal hierarchy, Ben is a renowned expert on virtual reality environments and network security. He is percieved by most as trustworthy although a little distant, mostly too wrapped up in his own miniature VR worlds to interact with the other Virtual Adepts much. He seems an unlikely wannabe saviour of the internet, but perhaps the instability of the entire network has affected even his own personal playgrounds.

These days he prefers to be known by his real name, although he does on occasion go by one of his old handles, ‘EmptySky’. He is 34 years old, and is a professor of Virtual Interfaces at Cornell University, New York.

Sea Battle

Sea Battle is a casual 2D real-time strategy game. In the game, you must research components and build ships from them at a frantic pace in order to out-gun the computer-controlled enemy player. You win by destroying the enemy base, and of course you lose if the enemy manages to destroy yours.

Screenshot

Sea Battle Screenshot

Play Sea Battle now!

Sea Battle is available in various forms, all of which require an up-to-date Java runtime. The applet form (“Play online now!”) is unplayably slow on some OS & browser combinations — if this includes yours, please download the game for your platform instead.

How to Play

First off, select your difficulty level and hit Start Game. Easy difficulty is selected by default — this setting dhould be beatable once you have a little practice, or first time if you get the hang of the game quickly.

Once you’re into the game, the right-hand side of the screen contains your build and research options. You start with no ships, so that’s where you’ll want to begin.

Each ship is constructed from four components – Hull, Weapon, Engine and Radar. You can see the tech tree for each on the right, mostly in grey. You are given the first of each for free, which are currently displayed in yellow.

Better hulls have more health, but they are also slower to move and slower to build. Weapons have varying damage levels and fire rates, but in general the later ones are better. Engines increase ships’ speed, very important for the larger hulls. Radars set the weapons’ range (outranging your enemy will be a big advantage).

You’ll probably want to begin by building a few of the most basic ship, in order to fend off the enemy while you research and build better things. Clicking on the “Build” button in the bottom-right builds one ship of whatever configuration is currently shown in yellow. You can click it multiple times to fill up the build queue.

While your ships are building, pick some components to research. This is done by clicking on a grey box — it will turn green for the duration of the research. Once complete, it will be white — available, but not selected. You can click white boxes to turn them yellow and select that new configuration.

By this point, the enemy will be throwing some ships at you. Your base is at the bottom of the game window, where your (blue) ships are appearing. The goal of the game is to destroy the enemy base at the top of the screen, but first you have some ships to deal with. Left-click on your ships to select them, then left-click again somewhere else to set their destination. You can also drag a box to select multiple ships. Right-clicking at any time cancels selection.

To begin with your ships will be evenly matched, but the enemy never stops researching, and neither should you. Having the technological edge is the key to winning the game.

The best research / build priorities, and advanced tactics on the game field, are up to you to discover!

Development Status

Sea Battle is currently at version 0.3. It’s playable and enjoyable, but there are a few tweaks that will be required before it can be properly released as v1.0.

The development of Sea Battle was documented as a series of blog posts.

Licence and Source Code

Sea Battle is released under the terms of the GNU GPL v3. Source code is included with each platform-specific download above, and you can also grab the source code from Github.

Bugs and Feature Requests

If you find a bug or would like to request a feature for a future version of Sea Battle, please contact me via this form or if you have a Github account, you can enter issues directly into the tracker.

Sea Battle: Of Ships and Submarines

The distinction between surface ships and submarines in Sea Battle has turned out to be a more thorny issue than I originally imagined.

The original plan was to have two classes of vessel, based on their hull types – ship or submarine – and weapons that could hit ships, submarines, or both. A future update could also have included aircraft “hulls”. However, the more I think about the game balance issues, the less I’m convinced that this is a good decision with the tech tree and playing field size that Sea Battle currently has.

Sea Battle’s tech tree, as it currently exists, has four straight “trees” with 10 items in each. By and large, each component that you research is better than its predecessor. (Later hulls are heavier and take longer to build, so small hulls are still useful. However, you would rarely want to choose anything other than the best weapon, engine and radar that is available to you.) Combined with the small playing field, this makes for a fast-paced game of a few minutes, with each player researching and churning out ships constantly to gain the upper hand.

There are a number of reasons why the current tech tree is inappropriate for submarines. Firstly, the weapons that a submarine could have: there’s only two. The Sting Ray torpedo (weapon 8) and Tomahawk missile (weapon 9) are the only weapons appropriate to be fired from a submarine. This would make rushing down the hull tree to submarines pointless unless you’d already reached near the end of the weapons tree — and in most games, you don’t even get that far.

It also creates a UI complication, in that currently, any combination of hull and weapon is permissible. Submarine-appropriate weapons would break that behaviour.

There’s an issue with anti-submarine weapons too. Again, only two (Depth Charge (6) and Sting Ray (8)) are appropriate for use against submarines. But since a viable submarine build wouldn’t exist until Hull 6 + Weapon 8, they would only exist in the late game, at which point Depth Charges just can’t hold their own against other weapons — so why have them at all?

To abuse game theory, the logical choice is for players to build Depth Charge ships when they become available, then hold them in reserve as insurance against their opponent building submarines. But if you see your opponent stocking up on Depth Charge ships, you might as well not bother building subs and just go for better weapons and radar instead. Whoever commits to a strategy first ends up on the losing end.

To cure these problems, perhaps we need to take another lesson from Warzone 2100′s book and have separate tech trees for different weapon types. So rather than one tree of 10 weapons, we have two trees for anti-ship and anti-sub. (And potentially anti-air later.) If we’re going down this route we ought to have different hull trees for ships and subs too. But at this point it’s turning into a rather different game — a slower, more traditional rock-paper-scissors RTS. But these games benefit from larger playing fields, varied terrain and squad-based combat — none of which Sea Battle is particularly well suited to in its current form.

So the question stands: Do I expand Sea Battle significantly to include this extra complexity, on the understanding that I would probably need to rewrite it in something other than Processing and that may consign it to the pile of “projects I lost interest in”, or do I just ignore the issue and for the sake of simplicity not treat submarine hulls as any different from ships?

Sea Battle: Here Comes the Science Bit

Another day down, and somehow Sea Battle is remarkably close to the finish line. (No idea what I’m talking about? See previous blog entries 1, 2 & 3.)

First things first, my failings: CPU use and mouse sensitivity are still not fixed. I’m now having to re-render more of the window on each refresh than before, so if anything they might be slightly worse.

On the Facebook thread, Scott and Mark mentioned an AI issue in that a suitably scary player ship, when parked close to but slightly off to one side of the enemy base, will be ignored by enemy ships in favour of attacking the player base instead — even when they have no hope of destroying the player’s base before their own is destroyed. As far as I know that issue is still there, though improved enemy research and build AI should mean the enemy is pumping out ships just as scary as yours.

On to the new features:

  • All 10 hulls, weapons, engines and radars are now implemented
  • You can now choose between them when setting build orders, so you can build in whatever configuration you like
  • Research is now implemented — click on an unresearched component to start researching it
  • You start the game with only basic components, and must research more to survive
  • Colours: Grey – not researched yet, Green – researching now, White – available, Yellow – selected (clicking Build will build this)
  • Enemy AI now handles its own research
  • Enemy AI now builds intelligently rather than randomly
  • You can now drag a box to select multiple ships


And bug fixes / tweaks:

  • Base health significantly increased
  • Building a second ship without moving the first no longer places them on top of one another
  • Pathfinding code tweaked to cope with much faster/slower ships now all the hulls and engines are available
  • Fixed an issue whereby the blue radar circles were drawn at half the ships’ actual radar range


Still to come:

  • Ship / submarine hull and vs ship / submarine weapon distinction
  • Tweaks to enemy AI
  • CPU use / mouse responsiveness fixes
  • Menu system and difficulty picker


If you’d like a good strategy for beating the game at this point, I recommend you begin by keeping your build queue about 3-4 ships full, building the best thing you can at any point. Research-wise, rush down the weapons tree as far as Harpoon missiles, throwing in a couple of hulls and radars. Avoid engines for now. As soon as you have Frigates with Harpoons and Radar Mk 4, keep building them until you’ve fended off all the enemies near your base and you have a fleet of 15-20 of them, then move them all right up to the enemy base. With that fleet you should be able to destroy the base before the ships they build wear yours down too much.

You can play the current version of Sea Battle as a Java applet by clicking here.

Sea Battle: That’s what Guns are for!

Another day — or three, in this case — brings another ton of functionality for Sea Battle. (Previous posts: 1, 2)

Today’s release reduces the target frame rate from 60 to 30 frames per second, in an attempt to alleviate the CPU hogging reported by aefaradien in the previous post’s comments section. As I said in the comments, it’s not an issue I see on every machine, so I’d be grateful if any testers could tell me what PC setup they have, and how much CPU power the game takes up.

Today’s version also fixes the spinning ships bug that just about everyone reported. What it doesn’t do is make mouse clicks any more responsive, which is annoying me too. Please bear with it for today, I’ll see if I can work out how to deal with that soon.

Mostly this release is about new features. Sea Battle now has:

  • Ships are now implemented as having separate Hulls, Weapons, Engines and Radars
  • Ships can shoot at each other (finally!)
  • Ships have health (and health bars), and can be destroyed
  • Bases have health (and health bars), and can be destroyed
  • That means there’s now a win and a lose condition
  • Enemy ship AI now considers your ships’ scariness — a factor of firepower and remaining health — to pick targets it thinks it can defeat
  • You can now build, with appropriate build delays and an 11-slot build queue
  • The enemy can now build too
  • Colours have been tweaked to make ships’ allegiances more obvious

The only real bit of functionality that’s still missing is the research / build options. Currently, clicking the Build button produces a ship of a predefined configuration — you can’t change that config or research better ones. The AI builds random ships up to and including as powerful as your default one, and has a reasonable amount of ‘thought delay’ to its actions, meaning that you can achieve victory fairly easily. (Just fill up the build queue and send every ship North as soon as it’s built — you’ll lose a few, but enough should survive to destroy the enemy base.)

You can play the current version of Sea Battle as a Java applet by clicking here.

Note: this blog post is old, and the applet now has more functionality than is described here. The next blog post in the sequence is here.

Sea Battle, now with more Processing

Nearly a month ago now, I blogged some sketches and ideas for a game I felt like writing. masterofwalri made a passing reference to Processing in his comment, and having heard people mention it in the past, I figured I should check it out.

I’m very, very glad I did.

It neatly deals with the issue of what I should develop for. The comments were leading me down the Java path anyway, but Processing’s two-click export to Applet and bundles for Windows, Linux and Mac OS sealed the deal. And it’s easy to program in too — it’s clear that it’s beginner-oriented, but it’s also ideal for simple games like this as it simply removes all the starting faff, like sorting out JPanels and TimerTasks and all the rest. Time will tell if Processing over-simplifies things and stops me doing something I want to do, but for now it is excelling at the main task of high-level programming languages — reducing the amount of brain overhead I need to allocate in order to talk to the computer.

One lunchtime has produced 270 lines of code — which already includes the game area of the GUI, controllable player ships, and the beginnings of AI for the enemy ships.

You can play around with it as an Applet here.

Note: this blog post is old, and the applet now has more functionality than is described here. The next blog post in the sequence is here.

Currently there’s no real gameplay — you can’t build, and ships can’t shoot or be damaged. You can move your ships (starting at the bottom of the screen) around, and the AI ship will hunt yours. Click on a ship to select it (blue circle), then click elsewhere to set its destination. Red lines, when they appear, show when ships would be shooting.

The next block of code will give the ships customised gear, health points, and the ability to attack and sink others. With that will probably come attack animations, which with my lack of skill in that department, will take a while. After that, damageable bases and win/lose conditions, then the build/research system. Finally, graphics tweaks, AI improvements and game balancing will finish it off.

More bloggery will appear once more coding occurs!

Death by Electorate 2010

For any of you wanting a reason to be in A&E by 6am tomorrow, we proudly present: the Election Results Drinking Game!

Simply tune in to a live broadcast of your choice by 10pm tonight, and…

  • Every time the Labour party wins a seat, take a sip of Aftershock.
  • Every time the Tories win a seat, take a sip of Blue Curaçao.
  • Every time the Lib Dems win a seat, take a sip of brandy.
  • Every time the Green party wins a seat, take a sip of absinthe.
  • Every time UKIP wins a seat, read their manifesto, then make and drink a Purple Rain to get over the shock.
  • Every time the BNP wins a seat, emigrate.

There are 649 seats up for grabs, so good luck and try to avoid an untimely demise!

Type X29

“Type X29″ is an experiment: a 1D bullet-hell shooter. Although enemies and bullets may move in two dimensions, your ship is confined to a single line, meaning that dodging enemy fire becomes not just a matter of quick reactions but of strategically destroying enemies in advance to give you enough space to move between their shots.

The game is very early in its development phase – I’ve literally only spent a few hours on it over a couple of days. None of the artwork, gameplay etc. is final, and as yet there is no real goal other than surviving as long as possible. Eventually there will be lives, weapon upgrades, bosses and all the rest. But for now, see if you can beat my record of 114 seconds!

You can play Type X29 here. It requires the latest version of Java and a plugin for your browser.

Screenshot

Type X29 Screenshot

Type X29 Screenshot

Licence & Source Code

Type X29 is licenced under the GNU GPL v3. You can grab the source code from GitHub.

Changeling 2: The Anti-Changeling?

I have thought up yet another setting for a roleplaying game that I will probably never get to run. This may be of interest to my former “Changeling: In Love and War” players since it’s in the same world, though the feel of it is completely different. Pretty much the opposite, in fact.

I have two words for you: Punk fairies.

Here’s the introduction.